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Each feature-length case study is best experienced on desktop where you can see the full story unfold across strategy, cross-functional collaboration, and measurable impact.
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BioPhyAI

AI/ML
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architecture
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enterprise
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B2B
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A child and an adult sitting on a couch at night looking at a tablet displaying 'Curious George and the Dump Truck ACTIVITIES'.

Curious George

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D2C
systems design
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Tablet on red chair displaying 'Curious George and the Dump Truck ACTIVITIES' with Curious George holding a shovel.

Curious George

Single-handedly designed and developed a 14-book interactive series from a beloved 80-year-old brand for the iPad generation, transforming how families experience reading together.

The series ranked #3 on iTunes at launch, earned multiple Apple Editor's Choice awards, and validated the business investment for HMH's broader expansion in the Curious George digital franchise.

0 → 1
D2C
systems design
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OverviewVisual Walk-ThroughDesign ProcessResults and Thoughts

Overview

ROLE

Designer and Developer

DURATION

2012 - 2014

DELIVERABLES

14 interactive books

Dedicated Apple store design

50+ animations

100+ educational mini-games

Custom UI asset library

Brand-compliant design system

COLLABORATORS

Project Manager, Heritage Design Specialists, Editorial Team

Illustration of Curious George the monkey standing on one leg with arms outstretched on a yellow background.
Illustration of a monkey named George sitting on the floor holding a ball, with toys scattered around and a window above. Text introduces George as a curious monkey playing with toys when he hears a funny noise outside.
Cover of Curious George and the Puppies storybook showing Curious George with five puppies against a yellow background, with text about multi-touch storybook and activities.
Curious monkey hanging onto the edge of a yellow truck bed filled with dirt.
CHALLENGE AND CONTRIBUTIONS

When I started, Curious George existed only as static print books and basic ebooks, while the children's ebook market was exploding (revenue doubled from $105M to $233M between 2011-2012). HMH had no infrastructure for building immersive digital experiences.

By the time I finished, I had established a precedent for this kind of work and proven the series a financial and familial success.

PROBLEM

Parents wanted to read with their children but couldn't compete with screens.

Kids ages 0-8 spent 4x more time on screens than with books. Parents weren't reading less because they didn't value it, but because traditional formats couldn't compete with the engagement of interactive content.

40% of parents reported they "can't find time" to read aloud with children

61% of children preferred using devices with someone else rather than alone

Children showed 20-27% vocabulary gains after just two weeks with well-designed educational apps

OPPORTUNITY

The children's ebook market was exploding, signaling how families were ready for a better reading experience.

Revenue doubled from $105M to $233M between 2011-2012, with 70% of kids in tablet-owning households already using a device.

Apple had just launched iBooks Author and were actively promoting publishers who used it. As families were already spending time on tablets and technology was competing for attention, Curious George could fill the gap: transforming screen time into an immersive option that could bring parents and children back to reading together.

Visual Walk-Through

coming in or coming out of the door
From research to execution

how it all came together

The journey from print book to interactive experience followed a systematic process: selecting titles based on sales data and thematic potential, annotating every page for opportunities (layout modifications, animation candidates, interaction moments, activity ideas), then designing and developing each component through specialized workflows for layouts, animations, educational interactions, and activity widgets.

A child and an adult sitting on a couch at night looking at a tablet displaying 'Curious George and the Dump Truck ACTIVITIES'.
Close-up of a spiral notebook page with handwritten notes and checkboxes on tasks against a yellow background.
Curious George iBooks Author Progress Checklist including tasks like correct .epub in Dropbox, layout finished, cover sent to Apple, copyright page details, brainstorming widgets, meta-data, copyediting, and screenshots.
Illustration of a woman in a red shirt and visor digging dirt with a trowel and sifting it in a pan, watched by a small child in a brown monkey costume.
A girl in a red shirt and visor digs with a pan and tools beside a small monkey in a brown outfit, both seated on sandy ground with a yellow bucket nearby.
Tablet screen displaying the cover and pages of the book 'Curious George at the Aquarium' by Margret & H.A. Rey with a yellow background.
Tablet screen showing a yellow cover page titled 'Curious George at the Aquarium ACTIVITIES' with illustrations of seahorses and activity thumbnails.
Tablet screen showing a list of top children and teens paid books with cover images, titles, authors, release dates, and prices.

Design Process

WHAT I BUILT

I designed and developed a complete 14-book interactive series from scratch: the end-to-end production process, a component system that enabled solo execution at scale, and a brand-compliant UI library since Curious George had no existing digital assets.

Each book contained two sections: an enhanced reading experience with animations and mid-story interactions, and a post-read themed activities section with educational mini-games.

I owned the full scope: layout adaptation, animation creation, widget development, audio editing, and custom JavaScript for interactions like letter tracing and digital painting, reimagining static print and ebooks as immersive digital experiences for families.

Hover to learn more about the main deliverables I designed
1

Interactive
Books

14 interactive books reformatted from square print to iPad spec, each with an enhanced reading section featuring animations and mid-story interactions.

2

Educational
Widgets

100+ custom developed widgets grounded in learning theory principles for early childhood. Widgets included letter tracing, digital painting, matching games, and counting activities.

3

Process and Components

A scalable process, layout, and architecture, along with a brand-compliant UI library (buttons, icons, navigation, instructional elements) that enabled solo execution across all 14 titles.

Tablet screen showing a digital bookstore page for Curious George books with cover images, prices, and ratings against a yellow background.

Dedicated Curious George Book Store

Tablet screen showing a digital bookstore page for Curious George books with cover images, prices, and ratings against a yellow background.

Widget Plans

Curious George themed user interface displaying font samples, alphabet, numbers, symbols, colored buttons labeled with navigation options, and interactive prompts.

Custom Componentry

framing and metrics of success

USER GOALS
BUSINESS GOALS
CONSTRAINTS
METRICS OF SUCCESS

Children sought reading experiences that were intrinsically rewarding, like stories that captured their attention, stimulated imagination, and generated enough positive emotion to naturally want to re-engage with the content again and again.

Parents were motivated by screen-based activities that supported healthy cognitive and linguistic development. They wanted digital experiences that felt pro-social/familial and educational, enhancing shared time rather than displacing it.

Families as a unit were looking for a mediated reading environment designed to support dual modes of engagement: adult-guided narration and autonomous child exploration. They valued formats that adapt to varying levels of support, enabling co-reading, curiosity, and independent discovery in a single experience.

finishing a puzzle brainstorm coming up with the ideas working on a project or solutions to a problem

Generate meaningful revenue by capturing share in a children’s ebook market, which grew from 6% → 23% of all consumer book sales.

Position HMH as an innovative interactive digital publisher, leveraging Apple for iBooks Author promotional placement

Validate the long-term digital potential of the Curious George franchise by transforming its 80+ year legacy and 100+ book catalog into an interactive product aligned with developmental science.

success finishing a project reaching a top of a mountain and putting a flag

Rigid brand restrictions
Strict adherence to the Curious George identity was required, including the rule that George could never be shown using technology. All custom typography had to be delivered as image assets with alt text to ensure accessibility.

Extreme platform and asset limitations
iBooks Author was <1 year old with no custom HTML support, black-listed video formats, and only a small system typeface set. In additional, the original square-format art required full re-layout for widescreen, and backgrounds couldn’t be separated from foreground elements without significant reconstruction for animations.

Single-designer/developer, end-to-end execution
‍
The entire project was delivered by one designer (me!) responsible for planning, research, schedules, reviews, shareouts, UX and visual design, asset production, animation, development, QA, and final editing.

Cloud raining download arrows, Data transfer and digital storage
Have a title in the Top 10 ranking in the children’s books category
Demonstrates strong market demand, discoverability, and competitive performance in the App Store.
Acknowledgment from Apple
Signals exceptional product quality and strengthens HMH’s relationship with a key distribution partner.
Completion of a 10-book interactive series
Validates the scalability of the production system and proves the team can deliver sustained, repeatable execution.
Growing bar chart with upward trend, Business growth and financial success

discovery, research & insights

user research
learning theory
product architecture
empathy mapping
market analysis

methods used
• Publishing sales data analysis to prioritize book selection from George's 100+ title catalogStakeholder interviews with teachers, parents, and psychologists about reading behavior
• Learning theory research with HMH's in-house learning design specialists
• Competitive analysis of emerging interactive children's content
• Platform research into iBooks Author capabilities, Tumult Hype for widget development, and Audacity for audio editing

key insights
‍
Parents wanted to participate, not just supervise. Research showed 61% of children preferred using devices with someone else rather than alone, and 97% said they liked when a parent or friend helped them.

This validated a two-section approach: reading together and activities that could be done independently.

I learned that bite-sized was better for young learners. Miller's Information Processing Theory established that working memory holds 7±2 chunks of information, with young children having even more limited capacity. The NAEYC & Fred Rogers Center Joint Position Statement (2012) emphasized that effective early childhood technology should be "active, hands-on, engaging, and empowering; give the child control."

I discovered that touch is intuitive even for very young children. The Michael Cohen Group study (2011) found children as young as 2 years old can successfully use touch screens through "natural trial, error, and repeat strategies." 64% of children ages 4-7 found touch devices "easy" or "very easy" to use.

design implications
Three things shaped the approach:
1. Design the series for shared use; reading sections for together time, activities for independent exploration
2. Keep all interactions short and self-contained with limited to no multi-step sequences
3. Maximize tappable elements and immediate feedback so every interaction is discoverable through natural exploration

thinking in systems & scale

process design
reusable components and code

scaling book creation and the creative process
‍
Rather than designing each book from scratch, I developed a systematic approach with four distinct component types, each with its own workflow:
• For dynamic layouts: I'd adapt square pages to iPad format by extracting them from an epub → editing in Photoshop → consolidating via slideshow tool
• For short animations: I'd bring illustrations to life by dissecting the illustration → animating in Flash → exporting to m4v → layering audio
• For educational interactions: I'd create mid-story learning moments by storyboarding → designing in Illustrator and photoshop → building in Hype → adding audio → exporting as a widget
• For activity widgets: I'd build themed mini-games by applying learning theory → designing → developing custom code → building in Hype

‍UI asset library
‍
George had no existing digital UI assets, so I created a comprehensive library from scratch:
• Navigation buttons (Go Again, Next, Back, Clear, Skip)
• Feedback elements (Yes/No indicators, Hint, Reveal Answer)
• Instructional components (Start Here, Instructions, Zoom)
• Activity controls (Total counter, progress indicators)

All assets were designed to feel native to the Curious George visual language while meeting accessibility requirements.
‍
widget-based architecture
‍
By using Tumult Hype to export iBooks Author-compatible widgets, I created an external system where new interaction patterns could be developed once and reused across books. Custom JavaScript enabled advanced features like canvas drawing for letter tracing and digital painting.
‍
‍audio as a feedback layer
‍
Every interaction included carefully selected audio feedback to reinforce learning without requiring reading ability. This critical for the pre-literate target audience.

‍why it mattered
‍
This systems approach enabled me, a single designer/developer to produce 14 complete books over 19 months (an average of one book every 5-6 weeks) while maintaining consistent quality. Without these systems, the project would have required a much larger team or significantly longer timeline.

visual strategy

touch patterns
age-appropriate design
accessibility
typography
branding constraints

‍‍respecting the source material
‍
The Curious George illustrations are beloved for good reason. My visual strategy prioritized honoring the original artwork while enhancing it for interactivity:
• Maintained the warm, hand-drawn aesthetic in all new UI elements
• Used color palettes derived from the existing illustration style
• Ensured animations felt like natural extensions of the static images

‍format transformation
‍
Converting square-format print books to the 1024×768 iPad spec required thoughtful layout decisions:
• Consolidated sequential similar pages using slideshow tools to improve reading flow
• Recomposed spreads to work as single screens while maintaining narrative coherence
• Added interactive layouts where the content supported them (e.g., tappable elements revealing additional detail)

‍typography constraints
‍
iBooks Author had limited typeface support, but the brand required the custom Curious George headline font and OptiMajer. My solution? all custom typography was imported as images with comprehensive alternate text for accessibility, maintaining brand consistency while meeting platform limitations.

sample interaction patterns
• Tap-to-Discover: Tap on highlighted elements to trigger animations, sounds, or reveal additional content. Aligned with research showing young children learn through "natural trial, error, and repeat strategies."
• Trace and Draw: Custom JavaScript enabled letter tracing and digital painting within the lines. These activities support fine motor development and letter recognition.
• Match and Sort: Game mechanics designed around cognitive development stages. Simple matching for younger children, sorting and categorization for slightly older users.

why it mattered
The visual strategy needed to serve multiple masters: brand guardians who protected George's legacy, parents who expected educational value, children who demanded engagement, and Apple's standards for featured content. The systematic approach ensured consistency across 14 books while the attention to interaction design ensured genuine learning value. created workspaces, the workspace visibility dropdown didn't just list options, it explained what each one did right there.

validation, testing, and tracking

phased rollout
QA
review process

‍testing approach
Each book went through a structured review process:Initial concept review:
• Annotated book with proposed interactions reviewed with Project Manager
• UX flows and storyboards reviewed before development
• Copy editing and brand compliance check before submission

Given iBooks Author's newness and frequent bugs, extensive device testing was critical:
• Testing across iPad generations for hardware compatibility
• Validating widget functionality after each iBA software update
• Audio format verification (iBA deprecated certain formats over time)

‍observational feedback
‍
While formal user testing wasn't within scope, I gathered informal feedback by observing how children in my network interacted with the books, identifying confusing interactions or missed tap targets for iteration.

‍metrics definition
• App Store ranking: target was Top 10 in category
• Apple recognition: target was any featured placement
• User ratings: target was 4+ star average
• Series momentum: continued book releases, targeting completing 10 planned titles

‍rollout strategy
Rather than launching all books simultaneously, we released strategically. "Curious George Says Thank You" was the first title. Its back cover translated "thank you" in multiple languages, showcasing the diversity and learning focus. Seasonal titles timed to holidays and events (snow themes in winter, beach in summer).

trade-offs

brand constraints
solo execution
scope management

What I Prioritized
simplicity and value
‍
Every animation and interaction was designed to support comprehension or skill development. This sometimes meant choosing simpler interactions that better served learning goals.

‍shipping over perfection
‍
With 14 books to deliver as a solo designer/developer, I made pragmatic choices about scope. Some interaction ideas were deprioritized to maintain the release cadence.
‍
What I Said No To
video content
‍
While video would have been engaging, iBA's video format restrictions and file size implications made it impractical. Animations built from stills were more reliable and performant.

‍platform expansion
‍
Requests to adapt content for Android or other tablet platforms were deprioritized to focus on the iBooks ecosystem.

‍advanced features
‍
Features like saving drawings or sharing creations were out of scope given the technical constraints and timeline.

Hover to learn more about my  

key design decisions

I split each book into two sections: reading together and playing independently

What I DID
Designed each book with two distinct sections: an interactive reading section (the story with enhancements) and a themed activities section (educational mini-games). Clear navigation separated the two experiences.

Why it mattered
This architecture served the core insight that families wanted both together-time and independent-play options. Parents could read the story with their child, then the child could explore activities independently, extending engagement while giving parents a break.

I created 50+ animations by extracting and reconstructing flat illustrations

what I DID
Rather than requesting new animated assets (time and budget prohibitive), I developed a technique to extract characters and objects from flat illustrations, recreate missing backgrounds in Photoshop, and animate the components. If ducklings waddled across the street in the story, I extracted each duckling, recreated the background without them, then animated the movement.
‍
why it mattered

This approach enabled 50+ animations without requiring new illustration work. It maintained perfect visual consistency with the source material, and the technique became repeatable across all 14 books.

I developed custom JavaScript widgets when iBooks Author couldn't support my designs

whAT I DID
When iBooks Author's built-in widgets couldn't support the interactions I designed (letter tracing, digital painting within the lines), I developed custom JavaScript solutions embedded in Tumult Hype widgets. This enabled HTML canvas functionality within the iBA format.
‍
why it mattered

The custom code unlocked interaction patterns that no other children's iBooks were offering at the time. Letter tracing and digital painting directly supported learning objectives (fine motor skills, letter recognition) that generic tap-and-reveal interactions couldn't address.

Results and Thoughts

When I started, Curious George existed only as static print books and basic ebooks in a market where children were spending 4x more time on screens than reading.

Within a year and a half, I shipped 14 interactive books that exceeded every target, proving families would read together when the experience is designed for engagement.

did we hit those metrics of success?

App Store Ranking

Top 3

Hit #3 on iTunes within hours of first launch, behind only Diary of a Wimpy Kid and The Hobbit.

Apple Recognition

3+

Earned multiple Apple Editor's Choice awards plus a entire dedicated Curious George Multi-Touch room in the iBook Store.

Series Completion

14

Shipped all 10 planned books, plus 4 over our initial goal!

news story

BOSTON GLOBE

"Houghton Mifflin Harcourt unveils Curious George books specially formatted for the iPad"
—
"The interactive multi-touch format features embedded tools that allow children to enjoy an immersive reading experience by playing an active role in George's adventures... We wanted to create a digital storybook that didn't distract children from the narrative, but instead allowed them to help the story along by completing activities that are closely tied to the plot."

reflections

Person drawing a red spiral, Creative project planning, Artistic thinking and process
What I learned OR REAFFIRMED

‍designing, especially for children, carries real responsibility and impact
‍
This work shaped how kids learned and how families spent time together. That's a privilege, but it also means the ethical stakes are higher. Getting it wrong isn't just bad UX, it's potentially harmful to development. It made me take research and learning theory seriously, not as a nice-to-have but as a requirement.

‍systems thinking enables solo execution at scale
By investing upfront in reusable components and workflows, I delivered 14 books as a single designer/developer. The right architecture decisions multiply individual impact.

What I'd do differently

build in formal user testing
‍
Informal observation validated the approach, but structured usability testing with children and parents would have generated richer insights earlier.

document for continuity
When I left HMH, the books were never maintained as no one there had my skillset. Better documentation of technical dependencies could have more enabled long-term support, eventhough iBooks Author changed so much and stopped supporting much of our custom work over the years.

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product designer with 13+ years of experience...
who cuts through ambiguity and gets teams aligned, leading design across enterprise platforms, AI products, and systems that became major revenue drivers.

From Atlassian-scale companies to pre-seed startups, I bring structure without slowing things down, make the case with executives, and solve the messy stuff.
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